Project_2026-06-09_19-29-41

GLSL shader by scry · created 2026-06-10 · updated 2026-06-18 · 5s loop · 2 passes

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Shader source (GLSL)

Common

#define pi acos(-1.)
#define deg pi/180.  //1 degree
#define time iTime*8.*pi/10. //sin(time) loops 10 seconds
#define R iResolution.xy //shorthand
#define ar R.x/R.y //aspect ratio
#define M iMouse //shorthand
#define xm (M.xy/R) //normalized mouse
#define nm ((xm.xy-0.5)*vec2(ar,1.)+0.5) //aspect ratio correction
vec3 cs = vec3(1.,2.,3.);
mat2 r2d(float a) {
    return mat2(cos(a),sin(a),-sin(a),cos(a));
}

Buffer A (iChannel0)


void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 uv = fragCoord.xy / iResolution.xy;
    vec2 tv = uv;
    uv -= 0.5;
    uv.x *= ar;
    vec3 col = vec3(0.);
    float a = 0.1;
    
    uv = uv/dot(uv,uv);
    uv += sin(vec2(0.,1.57)+time/2.+length(uv)/3.);
    uv = uv/dot(uv,uv);
    //uv += sin(uv.yx*40.)*0.02;
    uv = vec2(log(length(uv)),atan(uv.x,uv.y));
    //uv.x /= pi*2.;
    uv /= 4.;
    uv.y /= pi;
    uv.y *= 8.;
    uv.x *= 3.;
    
    uv.x -= time/pi*1.;
    vec2 cv = uv;
    float t = uv.x*pi/2.;
    uv.x *= 0.5;
    uv = fract(uv)-0.5;
    uv.x /= 0.3;
    for (int i=0;i<5;i++) {
        uv *= r2d(deg*45.);
        uv = abs(uv)-0.2+sin(sin(t)/12.);
        //uv = abs(uv)-0.4+sin(t/4.+time/8.+cv.y*pi/8.)*0.2;
    }
    for (int i=0;i<4;i++) {
        uv = abs(uv)-a;
        a /= 2.;
        uv += sin(vec2(0.,1.57)+t/1.)*0.03;
        //a /= 2.+sin(t/4.+float(i)*pi/2.)*2.5;
        uv *= r2d(deg*45.);
    }
    col += sin(uv.x*32.+cs+t)*0.6+0.4;
    fragColor = vec4(col, 1.0);
}

Image

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